// mathlib.c -- math primitives #include "cmdlib.h" #include "mathlib.h" vec3_t vec3_origin = {0,0,0}; double VectorLength(vec3_t v) { int i; double length; length = 0; for (i=0 ; i< 3 ; i++) length += v[i]*v[i]; length = sqrt (length); // FIXME return length; } qboolean VectorCompare (vec3_t v1, vec3_t v2) { int i; for (i=0 ; i<3 ; i++) if (fabs(v1[i]-v2[i]) > EQUAL_EPSILON) return false; return true; } vec_t Q_rint (vec_t in) { return floor (in + 0.5); } void VectorMA (vec3_t va, double scale, vec3_t vb, vec3_t vc) { vc[0] = va[0] + scale*vb[0]; vc[1] = va[1] + scale*vb[1]; vc[2] = va[2] + scale*vb[2]; } void CrossProduct (vec3_t v1, vec3_t v2, vec3_t cross) { cross[0] = v1[1]*v2[2] - v1[2]*v2[1]; cross[1] = v1[2]*v2[0] - v1[0]*v2[2]; cross[2] = v1[0]*v2[1] - v1[1]*v2[0]; } vec_t _DotProduct (vec3_t v1, vec3_t v2) { return v1[0]*v2[0] + v1[1]*v2[1] + v1[2]*v2[2]; } void _VectorSubtract (vec3_t va, vec3_t vb, vec3_t out) { out[0] = va[0]-vb[0]; out[1] = va[1]-vb[1]; out[2] = va[2]-vb[2]; } void _VectorAdd (vec3_t va, vec3_t vb, vec3_t out) { out[0] = va[0]+vb[0]; out[1] = va[1]+vb[1]; out[2] = va[2]+vb[2]; } void _VectorCopy (vec3_t in, vec3_t out) { out[0] = in[0]; out[1] = in[1]; out[2] = in[2]; } void _VectorScale (vec3_t v, vec_t scale, vec3_t out) { out[0] = v[0] * scale; out[1] = v[1] * scale; out[2] = v[2] * scale; } #pragma optimize("g", off) // went back to turning optimization off, // the bug_fix thing stopped working vec_t VectorNormalize (vec3_t in, vec3_t out) { vec_t length, ilength; length = sqrt (in[0]*in[0] + in[1]*in[1] + in[2]*in[2]); if (length == 0) { VectorClear (out); return 0; } ilength = 1.0/length; out[0] = in[0]*ilength; out[1] = in[1]*ilength; out[2] = in[2]*ilength; return length; } vec_t ColorNormalize (vec3_t in, vec3_t out) { float max, scale; max = in[0]; if (in[1] > max) max = in[1]; if (in[2] > max) max = in[2]; if (max == 0) return 0; scale = 1.0 / max; VectorScale (in, scale, out); return max; } #pragma optimize("", on) void VectorInverse (vec3_t v) { v[0] = -v[0]; v[1] = -v[1]; v[2] = -v[2]; } void ClearBounds (vec3_t mins, vec3_t maxs) { mins[0] = mins[1] = mins[2] = 99999; maxs[0] = maxs[1] = maxs[2] = -99999; } void AddPointToBounds (vec3_t v, vec3_t mins, vec3_t maxs) { int i; vec_t val; for (i=0 ; i<3 ; i++) { val = v[i]; if (val < mins[i]) mins[i] = val; if (val > maxs[i]) maxs[i] = val; } }